Hand out the length of a played sound from Play sound
Wired into the time of Set sound FX parameters, a change then spans exactly one run of the clip, so a fade or a filter sweep ends with its last sample. - Play sound has a second output, length, in seconds. It is 0 where nothing was played or the sound has not loaded yet. - The AudioSink gives the length of a file, the SoundLibrary takes it from the decoded buffer. A pitch the voice starts on keeps it (#312). - A pitch changed while the voice plays still changes its length, so a pitch sweep over length does not end with the sound. A pitch that keeps the length in real time is #317. Tests: - soundfx, sounds, keep-on-scene-load, node-catalog, sound-library: 462 tests green. - Counter-check: with length always 0, the catalog case and the new soundfx case fail. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -250,6 +250,11 @@ export interface NodeContext {
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fx: string,
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fxParams: FxParams,
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): number;
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/**
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* How many seconds one run of that sound asset lasts, so a change can span it; 0 where it does not
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* exist or has not been loaded yet.
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*/
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soundLength(assetId: string): number;
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/** Silences every voice of that sound; `''` silences everything this run started. */
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stopSound(assetId: string): void;
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/**
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@@ -61,7 +61,9 @@ export const PlaySound: NodeDef = {
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'unless "detached" is on. "fx" sends it through a sound FX asset; left empty, it plays as it is. ' +
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'"fx params" takes values for its parameters from a Sound FX parameters node. "voice" is the ' +
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'number of this one play, for Set sound FX parameters to change it while it plays; 0 where ' +
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'nothing was played.',
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'nothing was played. "length" is how many seconds one run of the sound lasts, to hand to the ' +
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'"time" of Set sound FX parameters so a change spans the sound; 0 where nothing was played or ' +
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'the sound has not been loaded yet. A pitch changed while it plays makes it longer or shorter.',
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inputs: [
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exec(),
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soundPort(),
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@@ -71,7 +73,7 @@ export const PlaySound: NodeDef = {
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soundFxPort(),
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{ key: 'fxParams', label: 'fx params', type: 'fxparams' },
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],
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outputs: [exec(), num('voice')],
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outputs: [exec(), num('voice'), num('length')],
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params: [],
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run: (ctx, inputs) => {
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const sound = asString(inputs.sound);
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@@ -85,7 +87,8 @@ export const PlaySound: NodeDef = {
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fxParamsOf(inputs.fxParams),
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)
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: 0;
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return { next: 'exec', outputs: { voice } };
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const length = voice ? ctx.soundLength(sound) : 0;
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return { next: 'exec', outputs: { voice, length } };
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},
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};
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@@ -28,6 +28,11 @@ export interface AudioSink {
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* where it is not given). 0 is a quick glide.
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*/
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tune(voice: number, params: FxParams, time?: number, ease?: EaseShare): void;
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/**
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* How many seconds one run of that file lasts, the same with a pitch it starts on (#312); 0 while
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* its bytes have not arrived.
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*/
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length(file: string): number;
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/** Silences every voice of that file; `''` silences all of them. */
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stop(file: string): void;
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/** Silences every voice started by that owner – what destroying a behavior does. */
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@@ -37,6 +42,7 @@ export interface AudioSink {
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export const SILENT_AUDIO: AudioSink = {
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play: () => 0,
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tune: () => {},
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length: () => 0,
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stop: () => {},
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stopOwner: () => {},
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};
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@@ -166,6 +166,10 @@ export function behaviorContext(
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},
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playSound: (assetId, volume, loop, detached, fx, fxParams) =>
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playSound(run, assetId, volume, loop, detached ? '' : entity.id, fx, fxParams),
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soundLength: (assetId) => {
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const file = soundFileOf(project, assetId);
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return file ? run.audio.length(file) : 0;
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},
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// An id nothing resolves stops nothing, rather than silencing the whole run by accident;
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// only the empty id means "everything", which is what the node promises.
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stopSound: (assetId) => {
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@@ -227,6 +227,10 @@ export class SoundLibrary implements AudioSink {
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return this.buffers.get(file)?.duration ?? null;
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}
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length(file: string): number {
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return this.duration(file) ?? 0;
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}
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/**
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* Starts loading every file not held yet. Waiting for the first play left that play late: its
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* start was not heard, and a graph tuning it in the meantime had moved on by the time it started.
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